Mortal Shell II

Mortal Shell II

Bugs and Feedback after finishing.
Bugs:

After getting the first shell, when I'm blasted back and people are turned to stone, the screen goes black and then the pop ups for new sword/guard show up to click through... but it never stops being black even after I clicked through them. I had UI elements, holding block showed a stamina pop up, could open menus, etc... but the rendering of the world was all black. Exited to the menu, loaded back in, and it worked ok then.

During the tar golem fight, lock on broke, lost my current lock, and wasn't locking on. Hitting Right Stick down to lock on wasn't working for a few seconds either, till after a bit it did. He was in front of me swinging away so not mid jump or doing anything special I could note.

In the dungeon you get the axe and dagger weapons from. After getting those, I interacted with the glowy light and it ported me back to the start. When I now stand don the big button for the lift, it makes the sounds effects and all, but doesn't actually go up. Pulling the lever makes sounds like it's coming back down/moving, yet nothing actually fixed/reset it.
Had to exit to menu and re enter (back at spawn) to continue.

The ladies with the shocky spears have that red circle charge attack where they stab you and lift you up into the air them slam you down. If there's a big enemy between you and them, they can get stuck and can't move past that enemy, yet their attacks collisions seem like it moves forward ignoring the visual left behind or something? I got stabbed, lifted up, and slammed down despite being like 5 feet from her spear tip at the closest point even as it clipped out of a big guys chest, with a big dude between us that stopped her visual running towards me. A few collisions/distance/timing issues here and there, but this was an obvious major bug at that type of distance/situation.

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Feedback:

Camera has option for imersive and action, but I feel like a "ballanced" option would be really good, action is way to out there to feel the up close and like you are the character as well, immersed... but imersive is so narrow FOV and close it feels a bit nautious frankly, and doesn't feel good to move or look around with.

Big lady in fire wheelchari boss. Can't see ♥♥♥♥. Horrible experience on this one. When she races towards me, I see a red circle that gives me zero depth perception, she's popping a wheelie so I just see black bottom, dark grey/black grinder wheel, against black and grey enviornment. Can't see ♥♥♥♥ and depth perception doesn't work well when I can't even make out the silhouette let alone anything else reliably. Dodging this ♥♥♥♥ feels completely random if I make it or not. Last boss fight of this demo was, honestly, the worst feeling fight in the game, despite the cool idea/concept behind it, mostly from visibility issues.
After this she races away, similar issue but now everything behind her is just orange, can't see very well there, as everything is orange between you and her, with her being grey/orange the same as the enviornment around her.
Baby cannon isn't much better, also pretty hard to make out depending on where you and she are in the arena. That said, sometimes even if she's facing to from my perspective the right, and fires the baby, it doesn't always fly out of her arm in that direction. I've had it fire, instantly coming instead to the left, so from per perspective she shot, it flew to the right out of her gun about 90 degrees off axis, did this for a few feet before aiming straight for me. In other words, it shot from her gun to behind my characters head, and instantly went right for me. Even though that was one angle I had good lighting on him to see, didn't help as he came behind me, even when I was trying to angle my character/camera so I could see it clearly come from an open gap between trees ahead of me and just in front of her where I figured it'd fly out and them turn towards me at.
CONSTANTLY running into f*cking invisible walls in her arnea, want to move from one area to another, like walking forward after her? Or to the right to avoid her? Too bad, there's invisible walls everywhere you need to walk around. Guessing there's supposed to be trees under the water level or something here, but you can't see anything visible indicating it, and the waters so shallow surely my character could step over it.
For the record, I'm playing on default settings it gave me. Basically everything Medium in case that helps if it's specific to sme settings this lighting issue your game has.

Opening a chest, hold A to open, if you keep holding when the loot item pops up it will count as confirming that and you don't get to instepct, even though I didn't tap A again. Making it fore re presses might help. I say this as a new player, later on this might save time how it is now... but if a "new" item is there you haven't seen before, requiring a unique button press event seems like it'd be good to me. Opening inventory and hunting through for what you just found but don't know is always a frustrating experience.

Running up and doing a heavy sword swing on a standing still shambling enemy, and missing as the swing comes up just to the left of the enemy visually. Ran straight towards him, and hit the attack a bit before I reached him so it should have been perfectly distanced, yet just swung up to his side this time (was locked on the whole time). Had a few cases of attacks miss enemies right in front of me, same with enemies attacking me, despite no sideways movement or anything to throw off targeting. Not too often, but over the whole session, at least half a dozen times.

Corrupted tree thing miniboss after the bridge you can drop down too. It has inaccurate collisions on a few attacks. The most notable is that ground vine one that sends fiery branches forward through the ground, it can hit you both a few feet to the side of the visual, and if you dodge to the side before they reach you it still often hits as the collisions seem to be a good five to ten feet ahead of the visual sometimes. A few other swipes/slams seems inconsistent on the visual as well, including the slam sometimes allowing for I frames if I dodged immediately before the fiery explosion, but other times didn't at seemingly the same time.

Zhirrelles eyes not focusing on me is oddly irksome given the focus made on them, and that they do animate, just not to focus on our character at all as we move around, or go talk with her.

The opening title moment, where we walk along bridges and such with the camera pulling off to the side... that whole sequence of this happening felt kinda not great... Kept adjusting my input as the camera turned to keep going "straight" along the bridge, but it seems to only want forward input, but then Im' pushing inputs that should relative to the camera, have me walk off a cliff... overall this moment felt a bit off. For just the title card... ok... but then on that bridge area after it as well... just feels off and kinda wierd to lose control and have a disonance in input like that.

Franz hand doesn't actually grip the handle hes turning, it's just sorta next to it, also the handle model clips into the base machine whenever it goes around the top part.

Bear traps/snairs can capture you even on a running jump attack, so you can be airborne going over them and yoinked to the ground to be stuck in them. Visuals and collisions be dammed.
Also one of those ones by a cliff edge, if you step in it, when your character gets out they automatically seem to step off of it and off the cliff depending on the rotation you were facing when you touched it...

Multiple cases of lock on not working well. An enemy right up next to me on my left, I click lock on, it locks on to one of three guys some forty feet away... flick stick left, it just cycles between those distant guys and not the one currently killing me.
Other times an enemy is right next to me, and I try to hit lock on, but it doesn't work if they aren't right in front of me but attacking from the side or something it seems.
For general gameplay feedback, issues with the lock on system are probably the biggest/most regular issues I had.

Underground trial where you fight the chest fragments and the trea thing in that corrupted room (the dungeon next to where you get the corpse/body for Tiel I think it was, shadow one). Can't see ♥♥♥♥♥♥♥♥♥ with that filter put there during the trial making everything go black, and dark grey. That is WAY too dark to be still playable reliably, and not just random feeling on what an enemy does when they're mostly black and you can't see their limbs or tells as they are pure black on pure black, with only a tiny edge of the stony body part being dark grey against that black background.

Multiple times in small rooms, or near walls, if I'm locked on to an enemy and they get close to me, the camera just clips up over my head or over past them, so I can't see any of me or the enemy... And have zero info on anything. Being non locked on provides a still not great but actually usable camera experience. So some real work is required for close in fights with the lock on camera if you get too close, or there's a wall/ceiling around the fight.
When this happens, also seems like I can't dodge or more reliably, not sure if stuck on the enemy or my movement inputs are not matching my camera orientation, but going by memory even with obvious directions to move into get away from the enemy/wall, often nothing happens for like a second or two or more when I'm trying to move or spam dodge in these situations. Since I can't see anything, might just be stuck on an enemy, or might be movement isn't matching camera orientation (noticed that after you unstick a bear trap your camera wont match the relative movement of controller inputs briefly).

When leavng the keep, and flying from the top of the tower to another location, the bright glowing burning effect is honestly really a bright, to the point it hurts the eyes a bit much. Feel like it be made less strong, a bit more of a warm orange that white light, more smoke/dust/etc... instead of just light... just maybe tone it down a bit however you go about that while keeping the idea you want it to convey.

Wortbar encampment in the beacon, there's an enemy up on some wooden platform with a wooden fence, consisting of two horizontal thin sticks with giant gaps between them. This fence seems to completely block all bullets from the gun, despite 95% of it being open space.
Date Posted: Jun 6 @ 10:30pm
Posts: 0